Jun 02, 2007, 06:00 PM // 18:00
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#61
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Hold it!
Join Date: Jul 2006
Location: In your local courthouse.
Guild: The Arctic Marauders [TAM] (elite PvE, PM)
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Quote:
Originally Posted by lyra_song
10 is fine.
The problem with Guild Wars' 10 is that the original core 6 are much more versatile and well rounded. The next 4 are much more specialized and do not have as much options or variations.
If all 10 classes were equal in their options, it would be fine.
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No, 10 is too many to properly be balanced, as seen in the current metagame.
I think if Anet really combinds profession ideals and makes 6 professions for the entire game, I'd be happy. I'm guessing they are going to do that.
10 is too much man, and it would be hard for all 10 to be equal in their options. So if Anet does that they would have to work MUCH harder.
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Jun 02, 2007, 06:08 PM // 18:08
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#62
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Hold it!
Join Date: Jul 2006
Location: In your local courthouse.
Guild: The Arctic Marauders [TAM] (elite PvE, PM)
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Quote:
Originally Posted by bamm bamm bamm
I like it. Paragon shouts can go to the warrior, passive rituals to the necromancer? Keep the monk active but throw them restoration heals and energy management of the rit. I'm not sure about the mesmer here. Maybe better self AND ally energy manipulation? Give the shapeshifting to the rangers and drop their throwing axes for muskets and you've got yourself a deal.
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Lol, think about it. The mesmer in GW2 would be so confusing, that you would die before realizing what the hell really happened!
Most people seem to come to the conclusion that 6 core professions is all we really ever needed. Although I think 8 isn't impossible, just the more tightly knit all the professions are, the funner they will be to play.
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Jun 02, 2007, 06:17 PM // 18:17
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#63
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Forge Runner
Join Date: Apr 2006
Guild: [HiDE]
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I think so of the new classes could have been combined with existing ones. E.I Paragons could easily be combined with Warriors. Ritualists seemed to have been a hybrid of Monks, Air Eles, and Necromancers...
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Jun 02, 2007, 06:44 PM // 18:44
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#64
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Ascalonian Squire
Join Date: Jul 2006
Guild: We Make People [Dead]
Profession: Mo/
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Quote:
Originally Posted by Nevin
I think GW2 could easily completely revamp their method of professions and all that. In this method of professions, there would be 3 core classes, which would branch into more specific roles as they reached higher levels. (This may be a little cliche ala' other MMO's but, with GW professions it'd be original) The three main classes would be Fighter, Scout, and Caster. You would start out as one, and through levels advance into more defined roles. Heres a quick sketch I did in paint to represent what I think a new system should look like.
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I like this guys idea best so far, but if the prof stayed exactly they way they are I'd have to say the original 6 :/
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Jun 02, 2007, 06:45 PM // 18:45
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#65
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Jungle Guide
Join Date: Nov 2005
Location: Belgium
Guild: [FaRM] Farm For The Win
Profession: N/
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This is one thing that they could be taking over in the lines ala WoW (and no i don't play it)...
Certain races (seeing as races will be introduced) can only have certain professions.
It makes sense to a certain extent.
Dwarves wouldn't make good rangers since they got the disadvantage of being small so arrows don't do much damage shooting uphill.
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Jun 02, 2007, 07:39 PM // 19:39
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#66
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Lion's Arch Merchant
Join Date: Nov 2006
Location: Azeroth (shhh)
Guild: Ryders of the Sword [FrNd]
Profession: E/
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I'd like 6 that are much more versatile. A warrior that could use those double chained swords in God of War would be sick. I'd like to see some classes split and merged with other professions. A Paragon/Ritualist sort of thing would be cool, and same as a Necromance/Ranger type of thing.
Sort of like Magic the Gathering where some creatures have mutliple colors. There could be one sort of ranger druid that dealt with death and another one that dealt with pure nature, life, happiness, w/e.
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Jun 02, 2007, 08:06 PM // 20:06
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#67
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Krytan Explorer
Join Date: Jun 2006
Guild: None, I don't play anymore.
Profession: Mo/W
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PvE-wise: As many as possible, variety is great.
PvP-wise: As little as possible. The original 6 was almost perfect.
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Jun 02, 2007, 08:46 PM // 20:46
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#68
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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Quote:
Originally Posted by Silly Warrior
No, 10 is too many to properly be balanced, as seen in the current metagame.
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WTF? No it's not. Some skills were overpowered on purpose to shift the metagame. And skill balances after Nightfall were rare and non existent. When was the last skill balance? EXACTLY.
Stop using ANets lack of balance update as an argument against 10 classes.
And despite of what people here think, 6 classes get boring sooner than 10. Sorry, but it's true. If properly balanced and designed 10 can be much more fun. If not, 6 is better but not in itself. Before Factions came, i was quite bored already with initial 6 which had a huge number of useless skills at that time as well.
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Jun 02, 2007, 09:37 PM // 21:37
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#69
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Hall Hero
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Quote:
Originally Posted by gasmaskman
PvE-wise: As many as possible, variety is great.
PvP-wise: As little as possible. The original 6 was almost perfect.
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That's a very interesting point there. I like this post.
Quote:
Originally Posted by Servant of Kali
And despite of what people here think, 6 classes get boring sooner than 10. Sorry, but it's true.
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Less classes = more balance, and vice versa. Sorry, but that's true as well. How would Starcraft be with 8 races instead of the 3?
Quote:
If properly balanced and designed 10 can be much more fun.
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Bolded for emphasis. Anything could be awesome if it worked. Balancing is a much, much harder job than it looks.
Generally, this is a silly thing to argue about, as it takes end results and actual gameplay to see how/if it works.
Last edited by Bryant Again; Jun 02, 2007 at 09:42 PM // 21:42..
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Jun 02, 2007, 10:19 PM // 22:19
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#70
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Academy Page
Join Date: Apr 2006
Profession: W/
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The original 6 like everyone else stated.
Maybe the assassin as well though, if they can change them up a bit.
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Jun 02, 2007, 11:29 PM // 23:29
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#71
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Lion's Arch Merchant
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I really don't think that the number of professions is the problem. It's the skillsets and certain mechanics that cause balance issues. If they had not implemented the ritualist but instead gave the elementalist "binding rituals" (reworded to "summon elemental" for flavour reasons) Soul Reaping would've been abused exactly the same.
The only thing that sets the caster classes apart imo is their primary attribute and skill set. And most primary attributes are about e-management anyways, although they differ in the ways the accomplish this. Come to think of it out of the ten primaries only 2 do not provide e-management, Fast casting (because the mesmer uses skills for that) and Strength. (because the Warrior doesn't fuel his skills with energy for a large part)
So Balance is not so much about Classes as it is about skills and mechanic. Guild Wars could accomodate even more classes then it does now. But from a balance perspective, they'd (those classes) need not introduce any new mechanics, new classes would be just about flavour. Obviously not interesting from a Pvp point of view. from the PvE end, I guess at that point new armourskins would do the same?
Last edited by GreatLich; Jun 02, 2007 at 11:38 PM // 23:38..
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Jun 02, 2007, 11:38 PM // 23:38
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#72
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Jungle Guide
Join Date: Apr 2005
Location: Hell. AKA Phoenix, AZ
Guild: The Gear Trick [GEAR]
Profession: W/A
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Quote:
eh... i was just thinking. why not just completely remove the class system? you have the races in guildwars2, that would determine your appearance.. then let the player choose from a pool of attributes which they would like to train in... like maybe allow 1 primary and 5 other attributes... basically make your own custom class like you can do in morrowind/oblvion. then just make sure each individual attribute has a use and isnt too overpowered, and keep the same attribute point spending system we have now, and the possibilities are nearly limitless...
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what did anyone think of this idea?
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Jun 02, 2007, 11:56 PM // 23:56
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#73
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Lion's Arch Merchant
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If you can swap those attributes around (like you can secondaries) And not be restricted to one armour type. I could totally go for a classless system. Heck while we're at it, make it level-less as well
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Jun 03, 2007, 03:21 AM // 03:21
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#74
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Wilds Pathfinder
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
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I'm undecided on how many if thats the question... Probably keep the 10 we have now and "start over" in a sense.
But I'm really posting to mention, didn't Anet say somewhere within an interview that characters would be more self-sufficient on their own? Like better self heals and all you'd think about from our experiences? We should consider this as well, don't keep the box closed... its a new game, theres gonna be world pvp, you can't expect to have enough "monks" running around to help YOUR world now can you?
So with that noted, would assassin, ritualist, mesmer, necromancer, elementalist, and paragon ideas fit better when they are balanced with everyone else as well and being able to be on their own? I think so, it looks like a whole bunch of fun that way...
And actually an idea just came to mind... If for example monks in GW2 were able to fight, and for the sake of my own imagination did hand-to-hand type of attacks right? Well say the more damage you do, the more "favor" or something like "adrenaline" that everyone built up over time of attacks and spells. And when you have enough you can heal yourself and/or others or sacrifice some "favor / adrenaline" to do more dmg on your next attack/spell. Either more damage or temp increase your 'attributes' in gw2 for the next skill or whatever you use. Know what I mean?
It would just happen that maybe monks gain that favor/adrenaline a bit faster or have bonus healing with their skills where other classes get other abilities. Anything to get everyone into any action they want with any class/race and be happy with their roles....
Last edited by floppinghog; Jun 03, 2007 at 03:29 AM // 03:29..
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Jun 03, 2007, 08:05 AM // 08:05
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#75
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Forge Runner
Join Date: Jul 2006
Location: Denmark
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I hope they don't change the way the system works now.
By that I mean I hope
..they don't use an arch-type setup like someone listed (warrior/caster/scout).
..they don't make WoW like canges to the class system.
The profession system is awesome as it is, the best I've seen in any of these types of games.
As for classes/professions I think we could do with just 6.
Warrior
Light Fighter or Exotic Fighter if you like (Assassin + Dervish)
Ranger
Arcane Caster (Mesmer + curses)
Elemental Caster
Conjurer (Necromancer + Ritualist)
NO MONK, all classes have self healing of some kind
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Jun 03, 2007, 12:13 PM // 12:13
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#76
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Forge Runner
Join Date: Aug 2006
Location: Australia
Guild: Lost Templars [LoTe]
Profession: Me/Mo
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I personally could do with another two professions. I simply get bored playing the characters we already have, and I don't know how GW is going to keep up my interest without anything new for the next two years...
I completely agree with gasmaskman. PvE could do with some more professions. It always makes it worth playing the game through again.
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Jun 04, 2007, 10:16 AM // 10:16
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#77
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Desert Nomad
Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
Profession: R/
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Personally i prefer having the 10 current ones to having just the core 6. 10 professions are alot more variety than 6, if it went back to 6 things woudl get tedious pretty quickly and alot of people would lose interest faster. Having said that i presume Unlike gw 1, gw 2 will promote having just 1 -3 chars from the start rather than how Gw originally promoted having numerious characters (since there wasnt much to do once u had completed a campaign whihc was prettty quick to do.) This would allow there to be less classes.
I dont really see how the newer classes could be absorbed. eg. A Rit is a totally different style than a Necro and if Rit skill were added to the Necro then it gain healing which the necro has never had, it would also have to have several new attributes which would cause problems.
10 classes ftw imo
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Jun 04, 2007, 11:20 AM // 11:20
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#78
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Ascalonian Squire
Join Date: Nov 2006
Guild: Icarus Shift
Profession: Mo/Me
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Quote:
Originally Posted by majoho
NO MONK, all classes have self healing of some kind
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DIAF
But seriously, give me the monk and Anet can throw in as many other classes as they want. It all comes down to the overall balance of the game, whatever can be realistically implemented is fine by me.
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Jun 04, 2007, 12:21 PM // 12:21
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#79
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Desert Nomad
Join Date: Jun 2006
Location: IGN: Scarlet Test Ace
Guild: We play Isketch in [HoH]
Profession: E/
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I'll be very blunt with my answer
Anet is doing a damn fine job with everything right now (best you can really hope for with so much content in the game)
I like the amount of professions they have and if they add more all the better.
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Jun 04, 2007, 02:18 PM // 14:18
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#80
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Ascalonian Squire
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How about fitting all classes we have now in a new system with more flexibility but easy to implement and balance.
The system needs a flexible Armor system. Everyone can use evey Armor.
Armor Level 60-80 0-4
Energy Level 10-40 1-4
E-Regen Level 1-4
Sum can't be > 8
Energy Based Attack Skills-Adrenalin Based Skills for Attributes like
Ranged Mastery (Bow/Speer)
Dual Wield (Daggers, Axe, Sword, Mace ....)
1-Handed (Daggers, Axe, Sword, Mace ....)
2-Handed (2-Handed Sword, Scythes, Pole arms, Hammers...)
At the begin choose a primary Attribute (Fast Cast /Increased Weapon Dmg /Energy Management/ Increased Spell Efficiency)
At the end you have access to all Attributes (You can choose only 1 Primary but u can choose from all)
For example every 5 level you can add an attribute: Hex Mastery / Heal Mastery /Signet Mastery/ Dual-Wield Mastery/ Elemental Mastery/Shield Mastery .....
Restrictions: You can only max 2 or 3 Attributes
You can build (Build Wars ftw) your own class and call it
Assassin e-regen 4 e-level 20 A-level 70
Slap on it Dual Wield Mastery with primary e-management or increased dmg and and take E-based attack skills.
Take a set of high speed low damage daggers.
or
Adren. Warrior
E-Regen 2 E-level 20 A-Level 80
Primary: additional melee damage
Shield Mastery/ 1-Handed Mastery
Grab your shield and axe or sword and hack away
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Hammer warrior with beast mastery no problem lets call it BT :P
or something completely new
That way you can merge all classes that you have now in one new system without loosing what you had until now but increase the variety without increasing the complexity much which makes balancing skills easier.
You can have ur full blown warrior/monk/assassin.... at level 20 but u need level lets say level 200 to have it all.
Which is very much the same system we have now (to have it all you need 10 characters maxed out)
That way you have a full developed character at low level but its still fun to level up to open new possibilities.
You need only 1 or 2 Character slots - lower maintenance and more free resources for a-net
_____
Its only a outline how a new system can look like but still is Guild Wars (even more unique than the system we have now)
If this is to radical I agree with the ppl that want to merge classes like Dervish with Assassin to a light weight Warrior or Curses+Blood Necros with Mesmer to an Arcane Caster.
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